Extensive work on VFX for the guild, assets for the world, and portrait variance. Work on quests. Extra work on User Flow completion and file saving.

This commit is contained in:
2025-09-04 07:46:55 -04:00
parent 149ee993dc
commit 48e335f56a
134 changed files with 2232 additions and 288 deletions

270
data/quests/quest.gd Normal file
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class_name Quest extends Resource
enum Status{
OPEN,
TAKEN,
IN_PROGRESS,
COMPLETED,
FAILED,
CLOSED
}
enum Locations{
NESTORS_WOODS
}
class Event:
var enemy_types: Dictionary[String, PackedScene] = {
"goo": preload("res://templates/enemies/goo.tscn")
}
enum Type{
WAIT,
COMBAT,
CHOICE
}
enum CombatState{
FIGHTING,
VICTORY,
DEFEAT
}
var type : Type = Type.WAIT
var enemies : Array[String] = []
var time : float = 1
var time_elapsed
signal completed()
signal failed()
var participants : Array = []
var turn_queue : Array = []
var busy_list : Array = []
var combat_state
var dex_speed : int
func start(quest : Quest) -> void:
match(type):
Type.WAIT:
return
Type.COMBAT:
combat_state = CombatState.FIGHTING
var enemy_list = []
for enemy_name in enemies:
enemy_list.append(enemy_types[enemy_name].instantiate())
quest.questview.set_questor_animation("idle")
for enemy in enemy_list:
quest.questview.pause_setting()
quest.questview.place_enemy(enemy)
quest.questview.set_enemy_animation(enemy, "idle")
start_combat([quest.questor.quest_sprite], enemy_list)
func start_combat(adventurers : Array, enemies : Array) -> void:
participants = []
participants.append_array(adventurers)
participants.append_array(enemies)
var c_order : Array = []
var dex_speed = 0
for p in participants:
c_order.append([p, p.stats.DEX])
if p.stats.DEX > dex_speed:
dex_speed = p.stats.DEX
c_order.sort_custom(func(a,b): return a[1] > b[1])
var delay = 5
var last_time = 0
for c in c_order:
c[0].busy.connect(_on_busy.bind(c[0]))
c[0].action_complete.connect(_on_combat_action_complete.bind(c[0]))
c[0].died.connect(_on_death.bind(c[0]))
var time = delay * dex_speed
if c[1] != 0:
time = delay * dex_speed / c[1]
turn_queue.append({"combatant":c[0], "time": time - last_time})
last_time = time
func execute_attack(combatant : QuestSprite, target : QuestSprite) -> void:
var tween = combatant.create_tween()
tween.tween_interval(.25)
tween.tween_callback(combatant.attack.bind(target))
func add_to_turn_queue(combatant) -> void:
#Calculate time
var time = dex_speed / combatant.stats.DEX
#Walk through list to find insertion point
var idx = -1
for i in range(len(turn_queue)):
if turn_queue[i].time > time:
idx = i
break
else:
time -= turn_queue[i].time
var entry = {"combatant":combatant, "time":time}
if idx == -1:
turn_queue.append(entry)
else:
turn_queue[idx].time -= time
turn_queue.insert(idx,entry)
func _on_busy(combatant : QuestSprite) -> void:
busy_list.append(combatant)
func _on_death(killer : QuestSprite, combatant : QuestSprite) -> void:
busy_list.erase(combatant)
remove_from_queue(combatant)
participants.erase(combatant)
if killer != combatant:
var xp = Game.calculate_kill_exp(killer, combatant)
print("%s has earned %d exp" % [killer.name, xp])
killer.exp += xp
var enemy_list : Array = get_enemy_list(killer)
if len(enemy_list) == 0:
if killer is QuestorSprite:
victory()
else:
defeat()
func victory():
print("Questor won!")
combat_state = CombatState.VICTORY
for p : QuestorSprite in participants:
p.check_levelup()
#TODO: Notify player if level up occurs
time = 5
func defeat():
print("Questor lost!")
combat_state = CombatState.DEFEAT
failed.emit()
func remove_from_queue(combatant : QuestSprite) -> void:
var idx = -1
for i in range(len(turn_queue)):
if turn_queue[i].combatant == combatant:
idx = i
break
if idx != -1:
turn_queue.remove_at(idx)
else:
printerr("Tried to remove someone not in the turn queue")
func _on_combat_action_complete(requeue : bool, combatant : QuestSprite) -> void:
busy_list.erase(combatant)
if requeue:
add_to_turn_queue(combatant)
func execute_action(combatant) -> void:
busy_list = [combatant]
#TODO: Come up with other options than just swinging at each other
var enemies : Array = get_enemy_list(combatant)
var target = enemies.pick_random()
execute_attack(combatant, target)
func get_enemy_list(combatant) -> Array:
var lst = []
for p in participants:
if p != combatant:
lst.append(p)
return lst
func resolve_combat() -> void:
pass
func process(delta : float) -> void:
#TODO: Make quest combat work
match(type):
Type.COMBAT:
match(combat_state):
CombatState.FIGHTING:
if len(busy_list) < 1:
if len(turn_queue) > 0:
turn_queue[0].time -= delta
if turn_queue[0].time <= 0:
var c = turn_queue.pop_front()
print("%s taking a turn!" % [c.combatant.name])
if len(turn_queue) > 0:
turn_queue[0].time += c.time
execute_action(c.combatant)
else:
resolve_combat()
CombatState.VICTORY:
time_elapsed += delta
if time_elapsed >= time:
completed.emit()
Type.WAIT:
time_elapsed += delta
if time_elapsed >= time:
completed.emit()
var name : String = "A Basic Quest"
var desc : String = "The default quest, with no special anything."
var difficulty : int = 1
var location : Locations
var steps : int = 1
var rewards : Dictionary
var guild_rewards : Dictionary
var covenant_cost : int = 1
var length : float = 10
var events : Array[Event] = []
var progress : float = 0
var current_step : int = 0
var taken : bool = false
var status : Status = Status.OPEN
var questview : QuestView = null
var questor : Adventurer = null
signal status_changed(status : Status)
func _init() -> void:
pass
func initiate(member : Adventurer) -> void:
questor = member
status = Status.TAKEN
status_changed.emit(Status.TAKEN)
func fail() -> void:
status = Status.FAILED
status_changed.emit(Status.FAILED)
func complete() -> void:
status = Status.COMPLETED
status_changed.emit(Status.COMPLETED)
for reward in rewards.keys():
if reward == "gold":
questor.gain_gold(rewards[reward])
elif reward == "exp":
questor.gain_exp(rewards[reward])
#TODO: Implement other reward types
#elif rewards[reward] is Item:
# questor.gain_item()
#else it's a guild item they'll bring back for us
Game.notice("%s completed the quest '%s'!" % [questor.full_name(), name])
func num_events() -> int:
return len(events)
#TODO: Put in quest requirements
func is_eligible(member : Adventurer) -> bool:
return !taken
func is_taken() -> bool:
return status == Status.TAKEN
func location_name() -> String:
match(location):
Locations.NESTORS_WOODS: return "Nestor's Woods"
return "ERROR"
func difficulty_name() -> String:
match(difficulty):
0: return "None"
1: return "Trivial"
2: return "Moderate"
3: return "Severe"
4: return "Extreme"
5: return "Legendary"
_: return "Unknown"